tg Code complete, now to bugtest and clear compile errors.
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@@ -1,3 +1,6 @@
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#define STANDARD_ORGAN_THRESHOLD 100
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#define STANDARD_ORGAN_HEALING 0.001
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/obj/item/organ
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name = "organ"
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icon = 'icons/obj/surgery.dmi'
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@@ -8,11 +11,34 @@
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var/zone = BODY_ZONE_CHEST
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var/slot
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// DO NOT add slots with matching names to different zones - it will break internal_organs_slot list!
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var/vital = 0
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//Was this organ implanted/inserted/etc, if true will not be removed during species change.
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var/external = FALSE
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var/synthetic = FALSE // To distinguish between organic and synthetic organs
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var/organ_flags = 0
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var/maxHealth = STANDARD_ORGAN_THRESHOLD
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var/damage = 0 //total damage this organ has sustained
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///Healing factor and decay factor function on % of maxhealth, and do not work by applying a static number per tick
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var/healing_factor = 0 //fraction of maxhealth healed per on_life(), set to 0 for generic organs
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var/decay_factor = 0 //same as above but when without a living owner, set to 0 for generic organs
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var/high_threshold = STANDARD_ORGAN_THRESHOLD * 0.45 //when severe organ damage occurs
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var/low_threshold = STANDARD_ORGAN_THRESHOLD * 0.1 //when minor organ damage occurs
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///Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
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var/prev_damage = 0
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var/low_threshold_passed
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var/high_threshold_passed
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var/now_failing
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var/now_fixed
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var/high_threshold_cleared
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var/low_threshold_cleared
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/obj/item/organ/proc/Assemble_Failure_Message() //need to assemble a failure message since we can't have variables be based off of the same object's variables
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var/name_length
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//if no unique failure message is set, output the generic one, otherwise give the one we have set
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if(!Unique_Failure_Msg)
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name_length = lentext(name)
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if(name[name_length] == "s") //plural case, done without much sanitization since I don't know any organ that ends with an "s" that isn't plural at the moment
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Unique_Failure_Msg = "<span class='danger'>Subject's [name] are too damaged to function, and needs to be replaced or fixed!</span>"
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else
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Unique_Failure_Msg = "<span class='danger'>Subject's [name] is too damaged to function, and needs to be replaced or fixed!</span>"
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return Unique_Failure_Msg
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/obj/item/organ/proc/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
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if(!iscarbon(M) || owner == M)
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@@ -33,31 +59,53 @@
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for(var/X in actions)
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var/datum/action/A = X
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A.Grant(M)
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STOP_PROCESSING(SSobj, src)
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//Special is for instant replacement like autosurgeons
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/obj/item/organ/proc/Remove(mob/living/carbon/M, special = 0)
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/obj/item/organ/proc/Remove(mob/living/carbon/M, special = FALSE)
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owner = null
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if(M)
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M.internal_organs -= src
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if(M.internal_organs_slot[slot] == src)
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M.internal_organs_slot.Remove(slot)
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if(vital && !special && !(M.status_flags & GODMODE))
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if((organ_flags & ORGAN_VITAL) && !special && !(M.status_flags & GODMODE))
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M.death()
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for(var/X in actions)
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var/datum/action/A = X
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A.Remove(M)
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START_PROCESSING(SSobj, src)
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/obj/item/organ/proc/on_find(mob/living/finder)
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return
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/obj/item/organ/proc/on_life()
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return
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/obj/item/organ/process()
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on_death() //Kinda hate doing it like this, but I really don't want to call process directly.
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/obj/item/organ/proc/on_death() //runs decay when outside of a person
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if(organ_flags & (ORGAN_SYNTHETIC | ORGAN_FROZEN))
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return
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applyOrganDamage(maxHealth * decay_factor)
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/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing
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if(organ_flags & ORGAN_FAILING)
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return
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///Damage decrements by a percent of its maxhealth
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var/healing_amount = -(maxHealth * healing_factor)
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///Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
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healing_amount -= owner.satiety > 0 ? 4 * healing_factor * owner.satiety / MAX_SATIETY : 0
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applyOrganDamage(healing_amount) //FERMI_TWEAK
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/obj/item/organ/examine(mob/user)
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..()
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if(status == ORGAN_ROBOTIC && crit_fail)
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to_chat(user, "<span class='warning'>[src] seems to be broken!</span>")
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. = ..()
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if(organ_flags & ORGAN_FAILING)
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if(status == ORGAN_ROBOTIC)
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. += "<span class='warning'>[src] seems to be broken!</span>"
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return
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. += "<span class='warning'>[src] has decayed for too long, and has turned a sickly color! It doesn't look like it will work anymore!</span>"
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return
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if(damage > high_threshold)
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. += "<span class='warning'>[src] is starting to look discolored.</span>"
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/obj/item/organ/proc/prepare_eat()
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@@ -78,6 +126,10 @@
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foodtype = RAW | MEAT | GROSS
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/obj/item/organ/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/item/organ/Destroy()
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if(owner)
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// The special flag is important, because otherwise mobs can die
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@@ -100,6 +152,57 @@
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/obj/item/organ/item_action_slot_check(slot,mob/user)
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return //so we don't grant the organ's action to mobs who pick up the organ.
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///Adjusts an organ's damage by the amount "d", up to a maximum amount, which is by default max damage
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/obj/item/organ/proc/applyOrganDamage(var/d, var/maximum = maxHealth) //use for damaging effects
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if(!d) //Micro-optimization.
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return
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if(maximum < damage)
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return
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damage = CLAMP(damage + d, 0, maximum)
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var/mess = check_damage_thresholds(owner)
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prev_damage = damage
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if(mess && owner)
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to_chat(owner, mess)
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///SETS an organ's damage to the amount "d", and in doing so clears or sets the failing flag, good for when you have an effect that should fix an organ if broken
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/obj/item/organ/proc/setOrganDamage(var/d) //use mostly for admin heals
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applyOrganDamage(d - damage)
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/** check_damage_thresholds
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* input: M (a mob, the owner of the organ we call the proc on)
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* output: returns a message should get displayed.
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* description: By checking our current damage against our previous damage, we can decide whether we've passed an organ threshold.
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* If we have, send the corresponding threshold message to the owner, if such a message exists.
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*/
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/obj/item/organ/proc/check_damage_thresholds(var/M)
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if(damage == prev_damage)
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return
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var/delta = damage - prev_damage
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if(delta > 0)
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if(damage >= maxHealth)
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organ_flags |= ORGAN_FAILING
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return now_failing
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if(damage > high_threshold && prev_damage <= high_threshold)
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return high_threshold_passed
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if(damage > low_threshold && prev_damage <= low_threshold)
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return low_threshold_passed
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else
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organ_flags &= ~ORGAN_FAILING
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if(prev_damage > low_threshold && damage <= low_threshold)
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return low_threshold_cleared
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if(prev_damage > high_threshold && damage <= high_threshold)
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return high_threshold_cleared
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if(prev_damage == maxHealth)
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return now_fixed
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//Runs some code on the organ when damage is taken/healed
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/obj/item/organ/proc/onDamage(var/d, var/maximum = maxHealth)
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return
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//Runs some code on the organ when damage is taken/healed
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/obj/item/organ/proc/onSetDamage(var/d, var/maximum = maxHealth)
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return
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//Looking for brains?
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//Try code/modules/mob/living/carbon/brain/brain_item.dm
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